It is absolutely essential to have high Intelligence for a character who is a magic-user—especially if a broad selection of spells is to be had, as well as the use of the highest level spells.
A magic-user must have an Intelligence of no less than 9 and a minimum Dexterity of 6. For details of the effects of Intelligence on spell use, see Character Abilities, Intelligence. A magic-user with Intelligence of 16 or more also gains the benefit of adding 10% to experience points awarded to him or her by the Dungeon Master.
Magic-users can be of any alignment.
Magic-users draw upon arcane powers in order to exercise their profession. While they have mighty spells of offensive, defensive, and informational nature, magic-users are very weak in combat.
They have but four-sided dice (d4) to determine how many hit points of damage they can withstand, and magic-users have the least favorable table and progression as regards missile and melee combat.
Furthermore, they can wear no armor and have few weapons they can use, for martial training is so foreign to magic-use as to make the two almost mutually exclusive.
Prime Requisite. Intelligence (16+ adds a 10% experience bonus)
Minimum Ability Scores. Intelligence (9), Dexterity (6)
Hit Dice. d4; Maximum 11d4
Alignment. Any
Player Character Races. Human (U), Elf (base 9th), Half-elf (base 6th)
Armor. None
Shield. None
Initial Weapon Proficiencies. 1
Non-proficiency Penalty. -5
Added Weapon Proficiencies. 1 per 6 levels above the 1st (7th, 13th, 19th, etc.)
Weapons Allowed. Daggers, darts, staves
Use of Poison. ? (per DM)
Spells and Spell Books. When a magic-user begins his or her profession, the character is usually assumed to possess a strange tome in which he or she has scribed the formulae for some of the spells known to the character. This spell book, and each book later added (as the magic-user advances in levels of ability, a book of spells for each higher level of spells which become usable will have to have been prepared through study and research), must be maintained by the magic-user.
He or she must memorize and prepare for the use of each spell, and its casting makes it necessary to reabsorb the incantation by consulting the proper book of spells before it can again be cast. As with all other types of spells, those of magic-users must be spoken or read aloud.
Inform those players who have opted for the magic-user profession that they have just completed a course of apprenticeship with a master who was of unthinkably high level (at least 6th!). Having been a relatively apt pupil, worked diligently, and made every effort to please, master (or mistress, as the case may be) was kind enough to prepare a special present for the character before he or she goes out into the world to seek his or her fortune. At this juncture request the player to ready a piece of paper which will go into his or her records as a permanent fixture. Instruct the player to entitle the page "FIRST LEVEL SPELLS KNOWN".
While the Intelligence of the player character will dictate how many and which spells can be and are known, this knowledge is not automatic. Each and every spell, except those which "master" was generous enough to bestow upon the character, must be found somewhere and recorded in the character's spell books.
Thus, if Redouleent the Prestidigitator, Intelligence 15, has a repertoire of 7 spells and finds a scroll with yet another, there is a 65% chance that the spell can be understood by that worthy. If, in fact, it can be comprehended, Redouleent must then record the spell in his book (thus destroying that portion of the scroll, of course), and he is now the proud possessor of 8 first level spells — just 3 short of the maximum he'll be able to know.
Returning to the recently-completed apprenticeship, let us now consider the spells given to Redouleent by his wise old master. Obviously, an apprentice must know how to read magic to be of use to his master. It is also an absolute must to anyone following the profession of magic-user, so that spell is AUTOMATICALLY on each magic-user character's list of known spells.
Then select by random means one spell each from the Offensive, Defensive, and Miscellaneous categories listed below. Redouleent, or any other player character magic-user will than have a total of 4—count them—4 spells with which to seek his (or her) fortune!
Choice should be left to the player. Note that both Nystul's Magic Aura and Tenser's Floating Disc must be located by the character; they can never be known at the start. If your campaign is particularly difficult, you may wish to allow choice automatically. You can furthermore allow an extra defensive or miscellaneous spell, so that the character begins with 5 spells.
Naturally, magic-user player characters will do their utmost to acquire books of spells and scrolls in order to complete their own spell books. To those acquired, the magic-user will add 1 (and ONLY 1) spell when he or she actually gains an experience level (q.v.). Therefore, most will be frantically attempting to purchase or cozen spells from non-player character magic-users, or even from other player character magic-users.
Use of Magic Items. There are many powerful items of magic which only this class of character can employ. Most magic scrolls, wands, staves, and many of the miscellaneous items of magic are usable only by this class. Thus, while magic-users are not strong in combat with weapons, they are possibly the most fearsome of all character classes when high levels of ability are finally attained. Survival to that point can be a problem, however, as low level magic-users are quite weak.
Scribing Scrolls. Scrolls may be inscribed only by characters of 7th or higher level, and the spells placed upon the scroll must be of a level which the inscribing character is able to employ, i.e. a 9th level magic-user could not place a 7th level spell on a scroll. (Note that the write spell enables the magic-user to inscribe his or her own reference works so as to be able to read and remember higher level spells than he or she is currently able to use; it does not enable casting or scroll inscription.)
Creating Potions. Potions may be made by any magic-user of 7th level or above, if he or she enlists the aid of an alchemist. At levels above the 11th, such assistance is no longer mandatory, although it will reduce the amount of money and time the player character must spend making the potion by 50% of the compounding/ infusing time normally required, as the alchemist will be so employed instead.
Fabrication of Magic Items. When a magic-user attains 7th level (Enchanter) or higher, he or she may scribe magic scrolls and concoct potions, and upon achieving 12th level (Wizard) or higher may attempt to enchant items. This process requires the undivided attention of the magic-user for quite long periods of time—weeks to months—and it is also costly.
As the Dungeon Master is carefully instructed to keep exact record of game time spent in such activity, the magic-user will effectively remove himself or herself from a number of adventures while enchanting items or inscribing scrolls of magic spells. As this relative inactivity means that the character will not get experience points and treasure (monetary or magical) gained from adventures which take place during the inactive period, it is not usual for a Wizard to manufacture many items or scrolls. However, as occasional enchantment of items or penning of magic scrolls will take place, your referee has complete information on the process, including probabilities, time required, materials needed, and costs.
It is possible for a magic-user of 11th or higher level to construct a stronghold and clear the countryside in a 10 or 20 mile radius of all monsters, thus ruling an area much as a noble. If this is accomplished, a revenue of 5 silver pieces per inhabitant per month is generated in the territory ruled.